Bleed_Green wrote:I do not know if this has been answered but how does trench work for a Map like Lunar Wars.

Are you now limited to complete the objective since you cannot eliminate players any longer since attacking the base and forting there would end the move so you could not attack shuttles and would resort back to neutral next round?

Killer neutral territories are except from the trench rules. (You can attack through them.)

Bleed_Green wrote:I do not know if this has been answered but how does trench work for a Map like Lunar Wars.

Are you now limited to complete the objective since you cannot eliminate players any longer since attacking the base and forting there would end the move so you could not attack shuttles and would resort back to neutral next round?

Killer neutral territories are except from the trench rules. (You can attack through them.)

When he said 'except,' he meant exempt. You can attack through killer neutrals, like Babe in Baseball, Access Point in Das Schloss, and the bases in Lunar War.

OliverFA wrote:Let's say that, as an example, red gets Australia in the Classic map. Green can still develop a plan to conquer another continent. Red still has an advantadge, but not a game won for sure.

Also remember that troops can't travel the full map in one turn. This is specially important if you use chained or adjacent reinforcements.

I'm pretty sure that this is the second time I read this entire thread but was not sure what to say the first time around as I was still learning all of this. But now I am sure. First I want to express that I am well pleased with this new setting. Especially now that I understand it.

Secondly; I believe that players who are having difficulty with this new setting and do not enjoy it as much, is because their strategy is the same and does not work as well in trench as in non trench games. The game strategy has to be different, it can not be the same.

This leads me to the quote. Just because Red gets Australia or Oceania does not mean Red has an advantage. Unless there are no spoils. This is the reason why I use spoils. It may mean a much longer game but makes the spoils and the attacks worth it. When the spoils are what we fight for then everyone has a more equal chance of winning. I would think? And in regards to those games that end in a "Draw" unlikely.

Also Australia has only a bottle neck contact which may or may not be good for defense but those regions that have more open spaces and avenues of attacks are the regions that offer the most opportunity for expansionism to take place and occur more frequently and not the bottle necks of the southern zones. I dare say that more of the attacks and the actions that lead to expansionism and world domination, will eventually begin in the Asia/European/African continents than in the Americas and Australia combined. I believe that most expansions that lead to world domination will begin in Asia/European/African tricontinents and finish up in the America's and Australia. Simply because of the more opportunities and avenues of attacks.

And finally; I agree with you OliverFA, in that who ever owns 75% of the troops AND 75% of the regions in the over all total of the game is the winner. After all if a player is tactically and strategically inclined to reach that point which is difficult to reach if we are honest about it, then he should just be declared the winner right there and then and the game should come to an automatic ending. To me that just seems natural for a trench game setting.

At least I can accept the fact that even if I have a set of spoils in hand (But so also must my opponent as well sooner or later) that in a trench setting that really does not do much to off balance the majority advantage. And a lot of people are not going to see that because in non trench games it may be possible to come back because of a timely sweep of regions that could change the advantage but no such sweep is possible in a trench game. So once both of those 75% conditions are met the game should end and the winner declared.

There is also a new achievement medal for Trench Warfare games, designed to portray the back and forth battle of trench fighting. To add an extra incentive to earn this medal quickly, we will give a free Conquer Cup III entry to a randomly selected player that has earned a bronze Trench Warfare Achievement by May 1st

Don't forget this! Looks like we have 175 users with at least a Bronze Medal!

Congrats to 2007spaceodyssey for being randomly selected, from those who have achieved at least a Bronze Trench Medal, to receive 500 Conquer Credits which can be used toward entry into any Conquer Cup!

Thank you Lack & team CC This is in my opinion the most interesting change since I found CC years back. I'm bloody well gunna renew my premium again after next pay check, not because I have the time to have 20-60 games running any more, but just as a show of support for this awesome change!I've always wanted to try what you guys have chosen to call Trench. Brilliant stuff!!!

Viceroy63 wrote:Secondly; I believe that players who are having difficulty with this new setting and do not enjoy it as much, is because their strategy is the same and does not work as well in trench as in non trench games. The game strategy has to be different, it can not be the same.

Here I disagree. Discounting all of my 1v1 doodle games just to get my medal kills (it's doodle, you can't use that as an example!), I find my multi player strategy is very much the same, and I'm out ahead in 1 of my games, and still in a position to win in both my other games. Sure, the buffer strategy comes into play a lot more, but there still isn't really a new strategy i've had to come up with. Maybe my normal strategy is different and lends itself more to trench than other people's strategies.

Please don't invite me to any pickup games. I will decline the invite.

my partner deadbeat the first 3 rounds leaving me alone to play 3 other teams but i came through and am going to win i think. just a pity that noob gets some valuable points for himself out of all my hard work.

my partner deadbeat the first 3 rounds leaving me alone to play 3 other teams but i came through and am going to win i think. just a pity that noob gets some valuable points for himself out of all my hard work.

When your mate deadbeated you didn't get behind, in fact you got a boost,by holding 2 castles you were the hardest kill.